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September 22nd, 2001, 10:56 PM
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Private
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Ground Combat
I've noticed that after launching a successful planetary invasion with a large number of troops, I'm very often left with the troops on the planet exceeding the cargo space, reported thus: 1200kt/800kt for example. Is this effectively a bug ???
By the way, is there a set percentage of the population who defend as militia ??? I'm just wondering how the figure is arrived at, on the ground combat screen.
Cheers
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September 22nd, 2001, 11:27 PM
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Colonel
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Re: Ground Combat
I don't think it's a bug (if it is hope they dont fix it) I use troops a lot it helps to expand.
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September 23rd, 2001, 12:17 AM
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Shrapnel Fanatic
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Re: Ground Combat
You got those 1200 troops into 800 space when you dropped 'em to attack.
Rather than vaporizing the excess troops, SE allows them to stay, though there may be penalties.
In SE3, for example leaving those excess troops on the planet reduced happiness.
Just load the troops back into the transports and move on to the next planet.
Look in SETTINGS.TXT to find how many millions of people are needed for each free militia.
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September 23rd, 2001, 03:30 PM
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Second Lieutenant
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Re: Ground Combat
yes there is, look in VehicleSize.txt.
You can change the max. number of engines, and the game will run ok, but i don't know how the AI will handle it.
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September 23rd, 2001, 08:45 PM
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General
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Re: Ground Combat
quote: Originally posted by alien2:
Thanks for the response.
On a completely different note, is there a text file setting which governs the maximum number of engines per ship size and if so can it be altered without causing problems in the game ?? Correct me if I'm wrong but it seems that the smaller ship sizes (destroyer, frigate, escort) have no advantages over the larger ship sizes, other than cost (?) I would really like the smaller ships to have the advantage of speed by way of more engines.
Cheers.
Each ship class has a settable engines per move and maximum engines rating in VehicleSizes.txt -- and fighters, too. Since the 'engines per move' setting is really 'movement points per move' you can give engines more than one standard movement point each and then make a smoother 'curve' for the increasing movement cost of larger ships. Like most clever uses of the game settings, though, this will confuse the AI.
[This message has been edited by Baron Munchausen (edited 23 September 2001).]
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September 23rd, 2001, 08:53 PM
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Lieutenant General
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Re: Ground Combat
more than 256 movement points on a ship will cause an error. therefore, if you have an engine that produces 10 movement points, you can only have 25 of them on a hull, and if the hull requires 50 engines to move it, you will have an effective movement of 5.
take a look at P&N and see how the max engines for every hull is set so that it will not cause an error if the max number of the most advanced engine type is used. if you are setting up a similar system, it might be a good idea to base it loosely on that.
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September 23rd, 2001, 09:24 PM
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Private
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Re: Ground Combat
I was thinking more in terms of altering the:
"Requirements Max Engines" setting in the Vehicles Text file to 8, 9 or 10 for the smaller ships. Has anyone tried this or am I missing the point somehow ?
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September 23rd, 2001, 09:35 PM
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Re: Ground Combat
Just to clarify my previous point, what I mean to say is that if you never progressed beyond Ion Engine I in the whole game, it only seems right that frigates and the smaller ships should be able to move faster in combat than larger ships.
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September 24th, 2001, 01:57 AM
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Re: Ground Combat
Thanks for the response.
On a completely different note, is there a text file setting which governs the maximum number of engines per ship size and if so can it be altered without causing problems in the game ?? Correct me if I'm wrong but it seems that the smaller ship sizes (destroyer, frigate, escort) have no advantages over the larger ship sizes, other than cost (?) I would really like the smaller ships to have the advantage of speed by way of more engines.
Cheers.
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